﻿---@class Spine.Unity.SkeletonRenderer : UnityEngine.MonoBehaviour
---@field public skeletonDataAsset Spine.Unity.SkeletonDataAsset
---@field public initialSkinName System.String
---@field public initialFlipX System.Boolean
---@field public initialFlipY System.Boolean
---@field public separatorSlotNames table
---@field public separatorSlots System.Collections.Generic.List<Spine.Slot>
---@field public zSpacing System.Single
---@field public useClipping System.Boolean
---@field public immutableTriangles System.Boolean
---@field public pmaVertexColors System.Boolean
---@field public clearStateOnDisable System.Boolean
---@field public tintBlack System.Boolean
---@field public singleSubmesh System.Boolean
---@field public addNormals System.Boolean
---@field public calculateTangents System.Boolean
---@field public logErrors System.Boolean
---@field public disableRenderingOnOverride System.Boolean
---@field public valid System.Boolean
---@field public skeleton Spine.Skeleton
---@field public SkeletonDataAsset Spine.Unity.SkeletonDataAsset
---@field public CustomMaterialOverride System.Collections.Generic.Dictionary<UnityEngine.Material,UnityEngine.Material>
---@field public CustomSlotMaterials System.Collections.Generic.Dictionary<Spine.Slot,UnityEngine.Material>
---@field public Skeleton Spine.Skeleton
local m = {}
function m:SetMeshSettings() end
function m:Awake() end
function m:ClearState() end
function m:Initialize() end
function m:LateUpdate() end
return m
